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From: z_bowlinjb@titan.sfasu.edu (Berek Halfhand aka John Bowlin)
Subject: Re: Demand for Puzzle-Lite I.F.
Message-ID: <1996Apr24.121046@titan.sfasu.edu>
Date: 24 Apr 96 12:10:46 CST
References: <Pine.SUN.3.91.960409181843.29378B-100000@xp.psych.nyu.edu> <4lPbO2i00WB5Iw=05e@andrew.cmu.edu> <4kq34s$evj@bud.peinet.pe.ca> <4l90vf$363@azure.acsu.buffalo.edu> <4lh18m$21s@st-james.comp.vuw.ac.nz>
Organization: Stephen F. Austin State University
Lines: 20

In article <4lh18m$21s@st-james.comp.vuw.ac.nz>, Stephen Griffiths <stevgrif@moc.govt.nz> writes:

> I am interested in the opinions of rec.games.int-fiction readers on this 
> issue.  Do you enjoy playing IF games that are light on puzzles? Is there 
> untapped demand for such games among current IF players or do such games 
> appeal to a different group of people?

I think any game has to have some puzzles to make it feel like an
adventure game, but I think having easier puzzles with better plot would
be nice to see. I just finished Enchanter. My favorite parts of the game
were exploring around, finding new spells, examining things, etc. The
really tough parts (the map/maze/horror puzzle) were mostly just
annoying. Fortunately, when I got stuck I had the InvisiClues handy. 
I get bored when the pace starts to drag. I like new things to be
happening regularly in the course of the game, and really tough puzzles
usually means I'm wandering around looking at the same old scenery and
trying everything redundantly to figure out what to do next. So, yes, 
I would like to see some light-puzzle heavy-plot/writing games.



